結果

問題 No.5015 Escape from Labyrinth
ユーザー platinum
提出日時 2023-03-10 15:49:13
言語 C++17(gcc12)
(gcc 12.3.0 + boost 1.87.0)
結果
WA  
実行時間 -
コード長 10,262 bytes
コンパイル時間 2,982 ms
コンパイル使用メモリ 232,256 KB
実行使用メモリ 4,500 KB
スコア 0
最終ジャッジ日時 2023-04-15 11:30:47
合計ジャッジ時間 9,423 ms
ジャッジサーバーID
(参考情報)
judge13 / judge16
このコードへのチャレンジ
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ファイルパターン 結果
other WA * 100
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コンパイルメッセージ
main.cpp: 関数 ‘int main()’ 内:
main.cpp:426:75: 警告: ‘gx’ may be used uninitialized [-Wmaybe-uninitialized]
  426 |                 string path_to_goal = find_path(player.y, player.x, gy, gx);
      |                                                                           ^
main.cpp:391:33: 備考: ‘gx’ はここで定義されています
  391 |         int sy, sx, ky, kx, gy, gx;
      |                                 ^~
main.cpp:426:75: 警告: ‘gy’ may be used uninitialized [-Wmaybe-uninitialized]
  426 |                 string path_to_goal = find_path(player.y, player.x, gy, gx);
      |                                                                           ^
main.cpp:391:29: 備考: ‘gy’ はここで定義されています
  391 |         int sy, sx, ky, kx, gy, gx;
      |                             ^~
main.cpp:419:74: 警告: ‘kx’ may be used uninitialized [-Wmaybe-uninitialized]
  419 |                 string path_to_key = find_path(player.y, player.x, ky, kx);
      |                                                                          ^
main.cpp:391:25: 備考: ‘kx’ はここで定義されています
  391 |         int sy, sx, ky, kx, gy, gx;
      |                         ^~
main.cpp:419:74: 警告: ‘ky’ may be used uninitialized [-Wmaybe-uninitialized]
  419 |                 string path_to_key = find_path(player.y, player.x, ky, kx);
      |                                                                          ^
main.cpp:391:21: 備考: ‘ky’ はここで定義されています
  391 |         int sy, sx, ky, kx, gy, gx;
      |                     ^~
コンストラクタ ‘Player::Player(int, int, int)’ 内,
    inlined from ‘int main()’ at main.cpp:405:25:
main.cpp:72:46: 警告: ‘sx’ may be used uninitialized [-Wmaybe-uninitialized]
   72 |         Player(int y, int x, int hp) : y(y), x(x), hp(hp){
      |                                              ^~~~
main.cpp: 関数 ‘

ソースコード

diff #
プレゼンテーションモードにする

#include <bits/stdc++.h>
using namespace std;
const int grid_size = 60;
const int max_hp = 1500;
const int jewel_value = 10;
int dy[4] = {-1, 1, 0, 0};
int dx[4] = {0, 0, -1, 1};
string dir = "UDLR";
void file_input(){
FILE *in = freopen("in/testcase_001.txt", "r", stdin);
}
void file_output(){
FILE *out = freopen("out/testcase_001.txt", "w", stdout);
}
//
struct Enemy{
int y, x, d, num;
bool destroyed;
Enemy(int y, int x, int d, int num){
this->y = y, this->x = x, this->d = d;
this-> num = num;
destroyed = false;
}
};
//
enum class cell_status{
empty,
wall,
block,
enemy,
key,
goal,
fire,
jewel,
player,
};
//
struct Cell{
cell_status status;
Enemy* e_pointer = nullptr;
Cell(cell_status st = cell_status::empty) : status(st) {}
};
int N, D, H, M;
vector<Enemy> enemy;
vector<string> S;
vector<vector<Cell>> grid;
vector<vector<int>> enemy_number;
vector<string> ans;
int turn = 0, number_of_actions = 0;
//
bool range_out(int y, int x){
if(y < 0 || y >= grid_size) return true;
if(x < 0 || x >= grid_size) return true;
return false;
}
//
struct Player{
int y, x;
int hp, fire;
int score;
bool get_key, using_magic;
Player(int y, int x, int hp) : y(y), x(x), hp(hp){
fire = 0;
score = 0;
get_key = false;
using_magic = false;
}
int move(int k){
int ny = y + dy[k], nx = x + dx[k];
if(range_out(ny, nx)) return -1;
if(grid[ny][nx].status == cell_status::wall
|| grid[ny][nx].status == cell_status::block
|| grid[ny][nx].status == cell_status::enemy){
return -1;
}
if(grid[ny][nx].status == cell_status::fire){
fire++;
}
else if(grid[ny][nx].status == cell_status::jewel){
score += jewel_value;
}
else if(grid[ny][nx].status == cell_status::key){
get_key = true;
}
y = ny; x = nx;
return 0;
}
void damage(int d){
hp -= d;
}
};
//
int direction(char d){
for(int k = 0; k < 4; k++){
if(d == dir[k]) return k;
}
return -1;
}
// BFS
string find_path(int sy, int sx, int gy, int gx){
vector<vector<int>> dist(N, vector<int>(N, -1));
dist[sy][sx] = 0;
queue<pair<int,int>> q;
q.emplace(sy, sx);
while(!q.empty()){
pair<int,int> p = q.front(); q.pop();
int y = p.first, x = p.second;
for(int k = 0; k < 4; k++){
int ny = y + dy[k], nx = x + dx[k];
if(range_out(ny, nx)) continue;
if(dist[ny][nx] != -1) continue;
cell_status cell = grid[ny][nx].status;
if(cell == cell_status::wall || cell == cell_status::enemy){
continue;
}
dist[ny][nx] = dist[y][x] + 1;
q.emplace(ny, nx);
}
}
string res;
if(dist[gy][gx] == -1) return res;
int now_y = gy, now_x = gx, now_d = dist[gy][gx];
while(now_y != sy || now_x != sx){
bool moved = false;
for(int k = 0; k < 4; k++){
int new_y = now_y + dy[k], new_x = now_x + dx[k];
if(range_out(new_y, new_x)) continue;
if(dist[new_y][new_x] != now_d - 1) continue;
now_y = new_y, now_x = new_x;
now_d--;
res.push_back(dir[k^1]);
moved = true;
break;
}
assert(moved);
}
reverse(res.begin(), res.end());
return res;
}
//
string get_jewel(Player &player){
vector<vector<int>> dist(N, vector<int>(N, -1));
int sy = player.y, sx = player.x;
dist[sy][sx] = 0;
queue<pair<int,int>> q;
q.emplace(sy, sx);
int gy = -1, gx = -1;
while(!q.empty()){
pair<int,int> p = q.front(); q.pop();
int y = p.first, x = p.second;
bool find_jewel = false;
for(int k = 0; k < 4; k++){
int ny = y + dy[k], nx = x + dx[k];
if(range_out(ny, nx)) continue;
if(dist[ny][nx] != -1) continue;
cell_status cell = grid[ny][nx].status;
if(cell == cell_status::wall || cell == cell_status::enemy){
continue;
}
dist[ny][nx] = dist[y][x] + 1;
if(cell == cell_status::jewel){
gy = ny; gx = nx;
find_jewel = true;
break;
}
q.emplace(ny, nx);
}
if(find_jewel) break;
}
string res;
if(gy == -1) return res;
int now_y = gy, now_x = gx, now_d = dist[gy][gx];
while(now_y != sy || now_x != sx){
bool moved = false;
for(int k = 0; k < 4; k++){
int new_y = now_y + dy[k], new_x = now_x + dx[k];
if(range_out(new_y, new_x)) continue;
if(dist[new_y][new_x] != now_d - 1) continue;
now_y = new_y, now_x = new_x;
now_d--;
res.push_back(dir[k^1]);
moved = true;
break;
}
assert(moved);
}
reverse(res.begin(), res.end());
return res;
}
//
int CalcDamage(int py, int px, int t){
int res = 1;
for(int k = 0; k < 4; k++){
int y = py + dy[k], x = px + dx[k];
while(!range_out(y, x)){
if(grid[y][x].status == cell_status::wall ||
grid[y][x].status == cell_status::block){
break;
}
if(grid[y][x].status == cell_status::enemy){
if(t > 0 && t % grid[y][x].e_pointer->d == 0){
res += D;
}
break;
}
y += dy[k]; x += dx[k];
}
}
return res;
}
//
string DecideAction(char move_dir, Player &player, int t){
int y = player.y, x = player.x;
t++;
int j = direction(move_dir);
if(grid[y+dy[j]][x+dx[j]].status == cell_status::block){
string action = "B ";
action += move_dir;
return action;
}
int stay_damage = CalcDamage(y, x, t);
int move_damage = CalcDamage(y + dy[j], x + dx[j], t);
if(move_damage == 1){
string action = "M ";
action += move_dir;
return action;
}
if(stay_damage == 1){
return "S";
}
else{
for(int k = 0; k < 4; k++){
int ny = y + dy[k], nx = x + dx[k];
while(!range_out(ny, nx)){
if(grid[ny][nx].status == cell_status::wall
|| grid[ny][nx].status == cell_status::block){
break;
}
if(grid[ny][nx].status == cell_status::enemy
&& t % grid[ny][nx].e_pointer->d == 0){
if(player.fire > 0){
string move = "F ";
move += dir[k];
return move;
}
else if(k != j && grid[y+dy[k]][x+dx[k]].status
== cell_status::empty){
string move = "B ";
move += dir[k];
return move;
}
break;
}
if(grid[ny][nx].status == cell_status::enemy){
break;
}
ny += dy[k], nx += dx[k];
}
}
}
//
if(move_damage <= stay_damage){
string action = "M ";
action += move_dir;
return action;
}
else return "S";
}
int Action(Player &player, string &query){
if(query[0] == 'S' || query[0] == '#') return 0;
assert((int)query.size() == 3);
int sy = player.y, sx = player.x;
char c = query[0], d = query[2];
int k = direction(d);
if(c == 'M'){
int res = player.move(k);
if(res == -1) return -1;
int ny = sy + dy[k], nx = sx + dx[k];
grid[sy][sx].status = cell_status::empty;
grid[ny][nx].status = cell_status::player;
}
else if(c == 'B'){
int ny = sy + dy[k], nx = sx + dx[k];
if(range_out(ny, nx)) return -1;
if(grid[ny][nx].status == cell_status::empty){
grid[ny][nx].status = cell_status::block;
}
else if(grid[ny][nx].status == cell_status::block){
grid[ny][nx].status = cell_status::empty;
}
else return -1;
}
else if(c == 'F'){
if(player.fire <= 0) return -1;
player.fire--;
int ny = sy + dy[k], nx = sx + dx[k];
while(!range_out(ny, nx)){
if(grid[ny][nx].status == cell_status::wall
|| grid[ny][nx].status == cell_status::block){
break;
}
if(grid[ny][nx].status == cell_status::enemy){
if(grid[ny][nx].e_pointer->destroyed) return -1;
grid[ny][nx].status = cell_status::empty;
grid[ny][nx].e_pointer->destroyed = true;
break;
}
ny += dy[k], nx += dx[k];
}
}
return 0;
}
void StepTurn(Player &player, string &query){
Action(player, query);
if(query[0] != '#'){
turn++;
player.damage(CalcDamage(player.y, player.x, turn));
number_of_actions++;
}
ans.emplace_back(query);
}
void input(){
cin >> N >> D >> H;
S.resize(N);
for(int i = 0; i < N; i++) cin >> S[i];
enemy_number.resize(N, vector<int>(N, -1));
cin >> M;
for(int i = 0; i < M; i++){
int y, x, d;
cin >> y >> x >> d;
enemy.emplace_back(y, x, d, i);
enemy_number[y][x] = i;
}
grid.resize(N, vector<Cell>(N));
for(int i = 0; i < N; i++){
for(int j = 0; j < N; j++){
if(S[i][j] == '#'){
grid[i][j].status = cell_status::wall;
}
else if(S[i][j] == 'E'){
grid[i][j].status = cell_status::enemy;
grid[i][j].e_pointer = &enemy[enemy_number[i][j]];
}
else if(S[i][j] == 'K'){
grid[i][j].status = cell_status::key;
}
else if(S[i][j] == 'G'){
grid[i][j].status = cell_status::goal;
}
else if(S[i][j] == 'F'){
grid[i][j].status = cell_status::fire;
}
else if(S[i][j] == 'J'){
grid[i][j].status = cell_status::jewel;
}
else if(S[i][j] == 'S'){
grid[i][j].status = cell_status::player;
}
else{
grid[i][j].status = cell_status::empty;
}
}
}
}
int main(){
//file_input();
//file_output();
input();
int sy, sx, ky, kx, gy, gx;
for(int i = 0; i < N; i++){
for(int j = 0; j < N; j++){
if(grid[i][j].status == cell_status::player){
sy = i, sx = j;
}
else if(grid[i][j].status == cell_status::key){
ky = i, kx = j;
}
else if(grid[i][j].status == cell_status::goal){
gy = i, gx = j;
}
}
}
Player player(sy, sx, H);
while(player.hp > 200 + D * 30){
string path = get_jewel(player);
if(path.empty()){
cerr << "no jewel" << endl;
break;
}
string action = DecideAction(path[0], player, turn);
StepTurn(player, action);
}
//cerr << __LINE__ << endl;
while(player.y != ky || player.x != kx){
string path_to_key = find_path(player.y, player.x, ky, kx);
string find_key = DecideAction(path_to_key[0], player, turn);
StepTurn(player, find_key);
}
//cerr << __LINE__ << endl;
while(player.y != gy || player.x != gx){
string path_to_goal = find_path(player.y, player.x, gy, gx);
string escape = DecideAction(path_to_goal[0], player, turn);
StepTurn(player, escape);
}
cerr << "score = " << player.score << endl;
cerr << "hp = " << player.hp << endl;
cout << number_of_actions << endl;
for(auto s : ans){
cout << s << endl;
}
return 0;
}
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